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Author Topic: Witch Hunter.  (Read 36985 times)

Offline Feanor Fire Heart

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Re: Witch Hunter.
« Reply #25 on: May 13, 2009, 02:41:02 PM »
woaw everyone



Remember with fluff you can add nearly ANYTHING to an army.  Why not a witch hunter.  Hell CIA guys travel with the army somtimes to eliminate people, why not the witch hunter?
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Offline rufus sparkfire

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Re: Witch Hunter.
« Reply #26 on: May 13, 2009, 02:42:01 PM »
I suggested that a witch hunter wouldn't go round with his full plate armour and a sword.

In warhammer roleplay, they do wear full plate armour...
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Offline Mogsam

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Re: Witch Hunter.
« Reply #27 on: May 13, 2009, 03:06:24 PM »
Shh Rufus go back to being the midden member on the board which isn't hidden because your the only person who uses it.

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Offline rufus sparkfire

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Re: Witch Hunter.
« Reply #28 on: May 13, 2009, 03:11:33 PM »
I don't know what that means, but OK.



p.s. I think witch hunters do need to be in the list, because the mordheim miniatures are really great.
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Offline Mogsam

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Re: Witch Hunter.
« Reply #29 on: May 13, 2009, 03:21:59 PM »
If your online the "Users currently online" at the bottom of the mainpage or whatever it is says ######Guests#####Users#### (1 Hidden User)

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Offline Obi

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Re: Witch Hunter.
« Reply #30 on: May 13, 2009, 04:17:33 PM »
I suggested that a witch hunter wouldn't go round with his full plate armour and a sword.

In warhammer roleplay, they do wear full plate armour...
they should. After all, they're smart and want to live :roll:

I don't agree with master- I like most of the ideas, but I don't like that he has a 6+ AS. That's just stupid- after all he'll be more expensive than a regulair CotE with those rules.
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Offline mastercats

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Re: Witch Hunter.
« Reply #31 on: May 13, 2009, 04:28:39 PM »
Then let him use magic armour too and then he gets AoMI. Problem with that is he wont get a magic weapon. I jsut was trying ot think of a way where he wont be unkillable lmao. I was also making him into a cocky assassin lol. That of maybe heavy armour and shield option but a whichhunter wouldn't look cool hiding behind a shield lol. I dont say full plate as he  shouldn't get to good of a save to easily other wise he would be to good. I was trying to go for an anti wizard.

Offline Shadoweyed

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Re: Witch Hunter.
« Reply #32 on: May 13, 2009, 06:55:37 PM »
My vision of Witch Hunter rules would look something like this:

M4 WS5 BS5 S4 T4 I4 A2 Ld8
May Not be the General.
Equipment: Pistol, Hand Weapon, Light Armor.
Special: Grants Hatred to any unit joined.

May Upgrade Pistol to Brace. May Upgrade Light Armor to Heavy or Full Plate.
May Ride a Warhorse, Barded or UnBarded.
May take up to 50 points in magic items.

May also choose one of the following specialization upgrades:
Undead Hunter: The witch Hunter has spent enough time hunting and killing undead that he knows many of the weak points and how to strike where they won't recover.
Gives the Witch Hunter rerolls to Wound against all undead, as well as making his unit immune to auto-breaking from losing combat to Fear causing undead.

Chaos Killer: The witch hunter has chased many a chaos worshiper his lands and slain more.
Gives the witch hunter and any unit he joins the ability to roll 3 dice (4 if mounted) to pursue and choose the highest 2 (3 if mounted).

Mage Masher: The witch hunter has focused on hunting rogue casters and as such can shrug off many a magic blows.
The witch hunter has MR1 and any unit he joins will not take Panic tests due to magic.

Just some quick thinking.

Offline Feanor Fire Heart

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Re: Witch Hunter.
« Reply #33 on: May 13, 2009, 07:00:45 PM »
M4 WS5 BS5 S4 T4 I4 A2 Ld8

not a fan of those stats. is he a space marine chapter master?  :icon_eek:
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Offline Shadoweyed

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Re: Witch Hunter.
« Reply #34 on: May 13, 2009, 07:02:39 PM »
I wasn't looking at the Empire book, aren't those fairly close to the Captain?

Offline Toni

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Re: Witch Hunter.
« Reply #35 on: May 13, 2009, 07:20:40 PM »
witch hunters do exist now aays it says in alittle side box some wherei n the empire rule book. They go after anyone uwho dares to try un conventional magic like necroamncers.

Whitch hunters:
high weapons skill
basic strength (s3)
basictoughness(s3)
good BS
3 attacks
generates dispel dice
declares player get to pick who the witch hunter fights in challenges and must when ever given the chance must challenge. The enemy he challenges is force to fight iwht the w hitch hunter.(as the witch hunter chases them down into the unit so quick iwth the sword he hold it ot the throat of any that jumps to attack him.)
enemy wizards with in 12" get -3 to casting.
hates all undead, daemons, enemy wizards, and forest sprites.
Can join scouting units and deploy with them as regular


equiped with a brase of pistol and a hand weapon(for show). light armour
lord choice may only take 25 points of magic items. Can only be magic weapons.

THats what a witch hunter should be i believe. Put him with a rag tag group of huntsmen. Let him do alittle pistol throwing lol. Then when it gets dicing  ru naway let the huntmen take the blame or let the huntsmen get laittle bold and charge to kill a enemy wizard. Or let hte guy go into combat alone and challenge. That way hes a anti magic character killer like non other.  I also comtimplate giving him killiong blow or always strikes first. When i think witch hunter i think the of an extremely cocky person lmao.

-High ws ---- Why?
-strenght 3 ---- ok
-toughnes 3 ---- ok
-good bs ---- why?
-3 attacks ----- well maybe
-generates dispel dice ---- could be
-declares player get to pick who the witch hunter fights in challenges and must when ever given the chance must challenge. The enemy he challenges is force to fight iwht the w hitch hunter.(as the witch hunter chases them down into the unit so quick iwth the sword he hold it ot the throat of any that jumps to attack him.) ----what the heck? Seriously? Does he catch flyin bloodthirster and hold sword in his trout?
-enemy wizards with in 12" get -3 to casting. ---- hey what the heck again? Why? Becouse he has torch and leather jacket?
-hates all undead, daemons, enemy wizards, and forest sprites. ---- sounds good, but forest spirits? Why? Does he have some kind of trauma from childhood stories?
-Can join scouting units and deploy with them as regular ----- Yea right scout deployment + -3 casting enemy wizards within 12"... Not beardy at all? :o

I never said he was an uber killing machine. I suggested that a witch hunter wouldn't go round with his full plate armour and a sword. He would have better equipment for dealing with evil. How many people genuinely take captains for their fighting skill? That is why he would be better. Unless its on a pegasus or a BSB the captain is worse than a Warrior Priest. There has to be more options for hero level characters or no one will ever take a captain in comparison to a Warrior Priest. A Witch Hunter wouldn't make the list so generic.

Equipment for dealing with evil? Like garlic or perhaps mirror? :D Don't know what the heck they would do but maybe people would be happy. :D yes no one takes captain for their fighting skill, but if witch hunter would be cheaper than captain then why not? If it would cost like 30pts? I just don't see any sense making it better fighter than captain. Then it would be freaking elf or a chaos champion.

You're working entirely on assumptions of things I haven't said. A whole army? Is 500 points an army? Yes it is, but it could be 40 people. Thats not too unlikely, could easily be a cult that size in any large town that might need to flee from a witch hunter and his followers. A witch hunter doesn't wander round with his friend Barry to go kill powerful enemies or vampires. Even a vampires human followers would take this crap witch hunter your describing. (They often have pro vamp humans help them in fluff that isn't the army book of look how badass we are.) Thats not an entire army, but he wouldn't go by himself unless his name was Gunther van Suicidal.

And you are working entirely on assumptions of things that I haven't said. I said that he would go around with his warband. I never said he would go alone. But I just cant see witch hunter leading some freaking battlegroup witch consists of swordmen, cannons and steamtanks. :D And that is what the most of armies would consist of anyway. If you have enough imagination you can take just captain and equip it with items you want and it will go very well as a witchunter. Why should it have some fancy pancy special rules which are not even fluff vice?


So the wizard has fled to a chaos army, I assume the witch hunter goes, "sod this guys, go let that general kill the wizard, we've done our part. Siesta time!" No chance Witch hunter and Bryan would join the army to smite the evil + MORE EVIL. Whilst they might ambush their target it isn't ALLWAYS going to work like that. Sometimes they would have to fight on a battle field if they can't get to the enemy in an advantage.

Or then the Witch hunter and his apprentice Bryan could just let them flee and keep their own lives and seek new evil wizard and kick his bottom and get some money. It takes guts to join to a war and chace freaking chaos army just becouse of one wizard.

Yes maybe it isn't going to always work. But I am sure that the last place where sensible witch hunter wants to face chaos wizard is a battlefield with full of his followers on his side.

I never said make the witch hunter an awesome fighter. If anything he should have the same amount of attacks as a captain, but he should also be better at fighting evil. Which in witch hunter world would be anything not him.

Well yes you kind of did. And why captain wouldn't be comparable to witch hunter for fighting evil? What kind of special tricks there is to kill evil that captain wouldn't know? "Oi bugger! Poke skeleton in thee eye and kick it to its groinings so it will collapse!", said witch hunter? I think captain has seen and fought against more evil than average witch hunter will never even see.

It just seems that we have so different kind of views on this subject...


My vision of Witch Hunter rules would look something like this:

M4 WS5 BS5 S4 T4 I4 A2 Ld8
May Not be the General.
Equipment: Pistol, Hand Weapon, Light Armor.
Special: Grants Hatred to any unit joined.

May Upgrade Pistol to Brace. May Upgrade Light Armor to Heavy or Full Plate.
May Ride a Warhorse, Barded or UnBarded.
May take up to 50 points in magic items.

May also choose one of the following specialization upgrades:
Undead Hunter: The witch Hunter has spent enough time hunting and killing undead that he knows many of the weak points and how to strike where they won't recover.
Gives the Witch Hunter rerolls to Wound against all undead, as well as making his unit immune to auto-breaking from losing combat to Fear causing undead.

Chaos Killer: The witch hunter has chased many a chaos worshiper his lands and slain more.
Gives the witch hunter and any unit he joins the ability to roll 3 dice (4 if mounted) to pursue and choose the highest 2 (3 if mounted).

Mage Masher: The witch hunter has focused on hunting rogue casters and as such can shrug off many a magic blows.
The witch hunter has MR1 and any unit he joins will not take Panic tests due to magic.

Just some quick thinking.

M4 WS5 BS5 S4 T4 I4 A2 Ld8

not a fan of those stats. is he a space marine chapter master?  :icon_eek:

I agree totally.

Offline Mogsam

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Re: Witch Hunter.
« Reply #36 on: May 13, 2009, 09:50:45 PM »
See, I don't think most Captains would be that active in fighting evil.Think about it this way, the Empire would have litterally tens of thousands of soldiers. A large proportion of those would be city guards who never see any gribblies at all. So the arguement that a captain would see more evil isn't a strong one. The inner city guard captains aren't going to be that good at fighting, they'd be more into keeping the peace, posh nobles sons who let the hardened troops go sort out the criminals. Take the G&F books, the captains don't even want to know that the Skaven are different from Beastmen, they never leave the city so they wouldn't know. It takes guts to join an army yes, it also takes guts to volunterally chase someone who can throw fireballs at your face.

The Witch Hunters would be fantical loonies who choose to go hunt down the gribblies of the world, in my mind they wouldn't avoid a battle if they could. They'd go burn more evil guys. They wouldn't be better than an actual seasoned captain who isn't a city guard, but they wouldn't be anyless effective. After all they wander round the empire looking for these guys. If they were mediocre their career wouldn't last very long. Perhaps not allow him to be the general if there are state troops present.

Why would he ever cost 30 points? If anything he'd just be inbetween a priest and a captain. Dispel dice + fighting perhaps. As for equiped with weapons that combat evil i'll ignore the  ":lol:" and suggest that maybe fire might be a good idea. Seeing as how everything evil and their mother is regenerating these days.

I don't see why everyone wants to give him 25 points of magic. Just give him "Witch Hunter only" items. If assassins get it then I don't see an issue for a genuine character getting them.

At least he doesn't throw pidgeons.

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Offline Toni

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Re: Witch Hunter.
« Reply #37 on: May 13, 2009, 11:47:17 PM »
See, I don't think most Captains would be that active in fighting evil.Think about it this way, the Empire would have litterally tens of thousands of soldiers. A large proportion of those would be city guards who never see any gribblies at all. So the arguement that a captain would see more evil isn't a strong one. The inner city guard captains aren't going to be that good at fighting, they'd be more into keeping the peace, posh nobles sons who let the hardened troops go sort out the criminals. Take the G&F books, the captains don't even want to know that the Skaven are different from Beastmen, they never leave the city so they wouldn't know. It takes guts to join an army yes, it also takes guts to volunterally chase someone who can throw fireballs at your face.

Yes I know. If they are so good, why empire wouldn't just hire army full of witch hunters to protect empire. I just don't see witch hunter above the captain. They aren't some fearless warriors who have battled against every aspect of evil. And captains aren't just some aristocratic who spend their time sipping tea and sitting somewhere their thumbs in their asses. They practice fighting and they practise a lot. That is what makes them so "good" warriors.

Yes can throw fireballs. Magic is random event among human wizards. They eat mushrooms and do some freaky stuff to get in somekind of "higher state" so they can controll the magical powers. And even they get there they can't know for sure what is going to happen. Spells are not something that are learned, they can be totally different in each time. Wizards just don't fly around shooting fireballs.

The Witch Hunters would be fantical loonies who choose to go hunt down the gribblies of the world, in my mind they wouldn't avoid a battle if they could. They'd go burn more evil guys. They wouldn't be better than an actual seasoned captain who isn't a city guard, but they wouldn't be anyless effective. After all they wander round the empire looking for these guys. If they were mediocre their career wouldn't last very long. Perhaps not allow him to be the general if there are state troops present.

But I don't think it makes them any better. And I still don't see them as a proper part of hero section.

Why would he ever cost 30 points? If anything he'd just be inbetween a priest and a captain. Dispel dice + fighting perhaps. As for equiped with weapons that combat evil i'll ignore the  "cheesy" and suggest that maybe fire might be a good idea. Seeing as how everything evil and their mother is regenerating these days.

Well just becouse I wouldn't want it to be some cheesy "I can do anything" character. And I don't see reason that witch hunter should give more dispel. Where does it come from?

Offline Mogsam

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Re: Witch Hunter.
« Reply #38 on: May 13, 2009, 11:54:09 PM »
Yes can throw fireballs. Magic is random event among human wizards. They eat mushrooms and do some freaky stuff to get in somekind of "higher state" so they can controll the magical powers. And even they get there they can't know for sure what is going to happen. Spells are not something that are learned, they can be totally different in each time. Wizards just don't fly around shooting fireballs.

What? When did the Empire Wizards turn into mushroom eating random stuff and blowing stuff up? They are the same as everyone else they just have to specialise because they lack the mental powers to control more than one of the winds.

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Offline mastercats

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Re: Witch Hunter.
« Reply #39 on: May 14, 2009, 12:03:46 AM »
Witch hunter fluff wise are designed to protect the empire from teh dark arts and other magical enemies beyond their control.  So it would stand to reason he'd give wizards more of a hard time than just killing them. You'd think he'd get wi zards to craft him  magical protective talismens or dwarf ruins or somthing. High weapon skill for fluff reasons no other real reason. NO smash your face off weapons thats why no magic items. Possible killing blow or possibly killing blow against targets with armor saves of 5+ after modifications.  Hes a glorified assassin whose not so subtle.  I'm against awesome armour because he doesn't need awesome armour.

He's learned to get in and get out. He would do best going into combat alone where he can challenge kill who he needs to and get out.

also in mags defence yes wizards are trained in magic. The empire was first taught by elves to harness magic. The problem is that they can't see the winds of magic. So they can't go "oh some bad mojo here man lets not cast." They also can't go "oh hmm let me just drain some of hte magical energy from that wizard over there to make his day go worse or let me suck some of this good high quality energy right here so i can cast spells better." Humans can't do that but they can still tap into the winds of magic if taught. This is said before they start talking about the colleges and also in the little wizard summary. I like magic fluff toni, so i've read the magic fluff o all magicfluffable armies.

Offline rufus sparkfire

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Re: Witch Hunter.
« Reply #40 on: May 14, 2009, 12:12:37 AM »
Yes can throw fireballs. Magic is random event among human wizards. They eat mushrooms and do some freaky stuff to get in somekind of "higher state" so they can controll the magical powers. And even they get there they can't know for sure what is going to happen. Spells are not something that are learned, they can be totally different in each time. Wizards just don't fly around shooting fireballs.

Which crazy book is that from?
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Offline patsy02

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Re: Witch Hunter.
« Reply #41 on: May 14, 2009, 01:04:18 AM »
I still don't think he should have a dispel dice - we need to find a way to make him useful without trespassing into captain or warrior priest territory. I'm thinking he could work like a sort of weaker and unconcealed DE assassin-like character that specializes against magic users and evil things.
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Offline Feanor Fire Heart

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Re: Witch Hunter.
« Reply #42 on: May 14, 2009, 02:33:00 AM »
i say he confers a magic resistance 1 or 2 to the unit he is in.
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Offline mastercats

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Re: Witch Hunter.
« Reply #43 on: May 14, 2009, 04:41:18 AM »
well i think a supression aura would work not a big fan of 40k myself but i think they have like unpsykess or waht ever that stop magic from being used around them. So then you have it make it harder for wizards near by to cast and your done give him talismens or whatever.

Offline Toni

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Re: Witch Hunter.
« Reply #44 on: May 14, 2009, 07:04:27 AM »
Yes can throw fireballs. Magic is random event among human wizards. They eat mushrooms and do some freaky stuff to get in somekind of "higher state" so they can controll the magical powers. And even they get there they can't know for sure what is going to happen. Spells are not something that are learned, they can be totally different in each time. Wizards just don't fly around shooting fireballs.

What? When did the Empire Wizards turn into mushroom eating random stuff and blowing stuff up? They are the same as everyone else they just have to specialise because they lack the mental powers to control more than one of the winds.

Mogsam

I have no idea. Maybe it was some part of some old fluff or something. :D Or maybe I ate mushrooms yesterday and tought we were talking about goblins here.. Sorry my bad.

well i think a supression aura would work not a big fan of 40k myself but i think they have like unpsykess or waht ever that stop magic from being used around them. So then you have it make it harder for wizards near by to cast and your done give him talismens or whatever.

I don't like the idea of aura. But the talisman is an excellent idea.. It could make sense. :P If he is enough pimp to own that kind of talisman. :D

I still don't think he should have a dispel dice - we need to find a way to make him useful without trespassing into captain or warrior priest territory. I'm thinking he could work like a sort of weaker and unconcealed DE assassin-like character that specializes against magic users and evil things.

I agree. Nicea ideas. Maybe magic resistance, but thats it.. Considering that we even already have one character who can fight and gives 1 dispel dice. It would make some difference the others.


Offline Rodman49

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Re: Witch Hunter.
« Reply #45 on: May 14, 2009, 08:41:26 AM »
I totally accept that if someone wants to make witch hunter themed army, but I just think that it isn't proper option for armybook. And I don't see why people couldn't use captain or warrior priest rules for that.

I agree.  I would say add in some Witch Hunter based magic item or options to the captain rather than a new character slot.

Offline Mogsam

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Re: Witch Hunter.
« Reply #46 on: May 14, 2009, 10:12:58 AM »
Yes can throw fireballs. Magic is random event among human wizards. They eat mushrooms and do some freaky stuff to get in somekind of "higher state" so they can controll the magical powers. And even they get there they can't know for sure what is going to happen. Spells are not something that are learned, they can be totally different in each time. Wizards just don't fly around shooting fireballs.

Which crazy book is that from?

How does Magic work in the more obscure books? The novels have it work as 8+ different colours going on the wind, the wizards have to draw the specific colour that represents what they want to do, if they are in certain area it might be more difficult. I.E its harder to draw life near the wastes and such.

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Offline Toro_Blanco

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Re: Witch Hunter.
« Reply #47 on: May 14, 2009, 02:39:01 PM »
Honestly, I'd just be happy if they'd let me equip a WP with a pistol...

He feels close enough to what I've always considered a Witch Hunter anyway: hatred of enemies of the Empire (Sigmar's people, praise him!), decent weapon selection, various armors to choose from (for those who dislike full plate, the WP doesn't HAVE to take it)...Only difference is, of course, Witch Hunters are loners out to find the heretics, WPs are warriors seeking battle.

Hell, I'm currently converting a state trooper into a Witch Hunter to USE as a Warrior Priest!  Only downside is his pistol won't ACTUALLY fire, but the additional hand weapon option allows me to model him with both and still fit WYSIWYG.
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Offline Nicholas Bies

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Re: Witch Hunter.
« Reply #48 on: May 14, 2009, 03:31:39 PM »
Witch Hunter - 80pts

Hero

M-4
WS-4
BS-4
Str-4
Tou-4
Wou-2
Att - 3
LD- 8

Usual armour options at usual cost for captain (no full plate)
may have all captains weapons (both ranged and melee) at usual cost for captain
may ride a warhorse with barding (again usual cost)

Sigmarite Charm - 6+wardsave, 5+against magical attacks (both spells and magic weapons)
Hatred
Burn the Witch - When in contact against a spell caster of any description (including horrors) the Witch Hunter and his unit gain Infinite Hatred until the enemy caster(s) has been slain. The Witch Hunter himself also gains the ability to re-roll wounds even when not allocating attacks against the enemy caster(s).
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Offline Toro_Blanco

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Re: Witch Hunter.
« Reply #49 on: May 14, 2009, 03:34:37 PM »
I'd remove the last bit about rerolling wounds NOT against the caster.  Seems wrong, to me.

"Argh!  Heretic scum!  I hate you with a fiery passion that only Sigmar himself could understand!  To prove it, I shall smite the bejesus out of this guy over here!"
The first school of thought is that the ragged-assed Stirlanders, not having two coppers to rub together, nicked it when an elven envoy was passing through the area and had hopped off it to take a pee behind a tree